Beq's techy blog

Second Life Adventures in Building, Coding & Debugging.

Sunday, 20 June 2021

Summarising the next improvements to Firestorm Mesh Upload

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In my last blog , I covered at length one of the changes I have put into the forthcoming Firestorm release. This post is a shorter summary o...
2 comments:
Tuesday, 1 June 2021

Taming the mesh uploader - Improved workflow for builders coming to Firestorm soon

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Introduction Deep in the warren-like tunnels of the Second Life viewer code base lurk many beasts that hide in the shadows. One such beast t...
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Wednesday, 13 May 2020

Cleaning up your act - how a round trip through blender can improve your mesh

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Those familiar with my blog may recall that our journey together through the art/accident of mesh making began with, and often returns t...
2 comments:
Monday, 9 March 2020

The evolution of a mechanical sea horse.

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I don't sell things very often, there's a long story behind this which is not worthy of your time to read, but... I just made a new ...
Wednesday, 13 February 2019

Compression depression - Tales of the unexpected.

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TL;DR Today I learned that bilinear resampling beats bicubic sampling when reducing image resolution. Try it now. Even better, see if i...
2 comments:
Friday, 7 December 2018

Easing the pain of importing Mesh.

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A quick guide to the Mesh uploader changes in Firestorm 6. But first a quick mention of the "other thing" The big new thing i...
4 comments:
Wednesday, 3 October 2018

Shedding light on Mesh uploading - Something I'm playing with...

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For some, the entire Mesh upload process is wreathed in fog, a murky, mystery-filled place of confusion. Sometimes this is down to misinform...
1 comment:
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About Me

Beq
Builder and Content Creator, Firestorm viewer developer. All viewer dev work is unpaid and voluntary, my responsibilities tend to be focussed on OpenSim, Content Creation and performance.
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